Then again, maybe they were just intimidated (hi Peltians). If you’re aggressive and they like it, that’s… maybe not a good sign (hi Burlusts). You can infer some things based on talking to the AIs (if you can understand them) and seeing what they say back to you. □ But you don’t know! These guys play it close to the chest. This is… useful to know, to put it mildly. Anyway, but the core point here is that each leader makes the faction act pretty darn differently - and they may be bent on something nice as their goal, or something quite homicidal. It’s pretty cool, because manipulating spreadsheets thus lets the behaviors of the AI really change quite a bit. A lot of these personality-specific attributes specifically play into letting the AI leaders interact with one another (and react to you) based on procedural means rather than hard-coded rules. Also, which factions get along well is determined heavily by the many (many, many) defined attributes of the leaders. They all have their own goals and personalities and strengths and weaknesses even within their faction, and so the faction might act and perform very differently under leader A versus leader B. One thing that is fun is that since each race has 3 different possible racial leaders, that’s 42 leaders in all. This is part of why the diplomatic screen lets you jot down notes to yourself. I have found it’s more fun to be a little blind, because then I don’t get stuck in analysis paralysis so much - I’m able to fully see my OWN empire, but as with a game of cards I have to infer what is going on in my opponents’ hands by their actions and mannerisms. One of the fun things with intelligence reports (and consequently spies and diplomats) is that the game is not giving you the all-encompassing sort of knowledge that you have in The Last Federation. As part of that, I’ve also finished the design for spies, diplomats, thieves, and intelligence reports in general. I’ve mostly been consumed by the actual diplomatic interactions between you and the other aliens, which involves a lot of writing as well as a lot of design. He’s now working on actually implementing the first pass of the diplomacy screen that I showed a mockup of last time. The last week or so has seen Keith working like crazy on implementing the Market Items that you can create in the game, as well as the resource-usage buildings that provide buffs to adjacent buildings. But carving out the time for organized posts sometimes is a bit tricky. I’ve been active in the forums since this project answering questions here and there if you haven’t been there. Part 4: 2015-2016, Beyond Reach, Rogue, Raptor – Going 3DĪpologies again for my slowness regarding Stars Beyond Reach updates at the moment.Part 3: 2013-2014, Shattered, Bionic, Skyward, Last Federation – Peak Arcen.Part 2: 2011-2012, A Valley Without Wind, etc.Skyward Collapse: Nihon no Mura (Expansion 1).The Last Federation: The Lost Technologies (Expansion 2).The Last Federation: Betrayed Hope (Expansion 1).AI War: Destroyer Of Worlds (Expansion 6).AI War: Vengeance of the Machine (Expansion 5).AI War: Light of the Spire (Expansion 3).AI War: Children of Neinzul (Expansion 2).AI War: The Zenith Remnant (Expansion 1).Indie game development studio since 2009.
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